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Constants.h
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//////////////////////////////////////////////////////////////////////////////////
// This file is part of the continued Journey MMORPG client //
// Copyright (C) 2015-2019 Daniel Allendorf, Ryan Payton //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU Affero General Public License as published by //
// the Free Software Foundation, either version 3 of the License, or //
// (at your option) any later version. //
// //
// This program is distributed in the hope that it will be useful, //
// but WITHOUT ANY WARRANTY; without even the implied warranty of //
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
// GNU Affero General Public License for more details. //
// //
// You should have received a copy of the GNU Affero General Public License //
// along with this program. If not, see <https://www.gnu.org/licenses/>. //
//////////////////////////////////////////////////////////////////////////////////
#pragma once
#include "Template/Singleton.h"
#include <cstdint>
namespace ms {
namespace Constants {
constexpr double PI = 3.14159265358979323846;
constexpr uint16_t TIMESTEP_DEFAULT = 8;
#define TIMESTEP Constants::get().get_timestep()
class Constants : public Singleton<Constants> {
public:
Constants() {
view_width = 1024;
view_height = 768;
timestep = TIMESTEP_DEFAULT;
};
~Constants() override = default;
// Get the window and screen width
int16_t get_view_width() const {
return view_width;
}
// Set the window and screen width
void set_view_width(int16_t width) {
view_width = width;
}
// Get the window and screen height
int16_t get_view_height() const {
return view_height;
}
// Set the window and screen height
void set_view_height(int16_t height) {
view_height = height;
}
uint16_t get_timestep() const {
return static_cast<uint16_t>(timestep);
}
int* get_timestep_ref() {
return ×tep;
}
void set_paused(bool p) {
paused = p;
}
bool is_paused() const {
return paused;
}
private:
// Window and screen width
int16_t view_width;
// Window and screen height
int16_t view_height;
// Timestep, i.e., the granularity in which the game advances.
int timestep;
// Whether the game physics are paused
bool paused;
};
}
}